What is the performance of iOS OpenGL ES 2.0 application tied to?

I am currently studying Objective-C. As my first project, I decided to write a small 3D application for iOS using only OpenGL Es 2.0. So yes, I am studying this at the same time. I only knew the basics of the old-fashioned OpenGL (without shaders) before, but I can (and have implemented) the basic mathematics of Matrix and Vector.

I am advancing, but the performance is not so great. I started profiling in Tools (Xcode 3.2, I have access to Xcode 4 through the iOS dev program, but I refused to use this because of some strange behavior), but I can not fully understand the data:

The application (works on iPhone 3GS, iOS 4.2) runs at a speed of about 15 frames per second, but the Utility only works 40% , Renderer uses around 35% and Tiler uses below 10% . What does it mean? Am I a bus? I thought that I would need to use almost 100% of at least one of these three statistics before seeing a drop in fps (and yes, the application can hit 60 with very simple scenes).

Currently, the entire application is rendering a scene graph containing 500 non-textured cubes with normals, grouped into groups from 1 to 6.

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Source: https://habr.com/ru/post/1333062/


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